ESL has worked with EVS to build the industry’s first in-game slow motion replay solution, as stated on their own account, which will be on display at the show. Observer PCs are placed into a live game, viewing the action as if they were cameras. Feeds from these are recorded in the PCs’ native 120Hz, ingested by the EVS server and slowed down to the broadcast-standard 60Hz. This is supposed to create a half-speed replay with completely smooth playout and no loss of frames.
A live switching demo using EVS’ DYVI will also be on the stand to show how esports producers can cut together content both from the live play output from the gamers’ PCs and for the live programming, from a single switcher. This customizability is enabled by DYVI’s software-defined architecture and lets users like ESL create a program setup within the switcher for each of the games played at any given tournament. TDs can then instantly recall any configuration with the press of a button, removing any unnecessary delay between events.
A MultiReview workflow lets esports organizers output highlights packages as well as GIFs and memes to its online platforms. Demos on the stand will show how MultiReview gives users a synchronous view of all feeds ingested by the servers so that they can select relevant content and create clips that are quickly turned around and included in live streams.
With online platforms the most common means of distribution for esports tournaments, being able to quickly turnaround live assets for multiple platforms is key. EVS’ IPDirector live production asset management system will be on display showing how game engine data can be instantly imported and used during live competition to identify specific actions and create relevant clips and replays. IPDirector’s new digital publishing add-on will demonstrate to users how they can distribute content playlists instantly on social media and live platforms such as Twitch.
“Esports is an increasingly important market for EVS,” said Nicolas Bourdon, EVS’ svp marketing. “Key events in the esports calendar are being delivered to tens of millions of people online. This means the market now sits alongside stadiums, sports teams and governing bodies as a group of users that can greatly benefit from the deployment of broadcast-quality video equipment.